return true;
}
+static void
+linker_optimisation_loop(struct gl_context *ctx, exec_list *ir,
+ unsigned stage)
+{
+ if (ctx->Const.GLSLOptimizeConservatively) {
+ /* Run it just once. */
+ do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers);
+ } else {
+ /* Repeat it until it stops making changes. */
+ while (do_common_optimization(ir, true, false,
+ &ctx->Const.ShaderCompilerOptions[stage],
+ ctx->Const.NativeIntegers))
+ ;
+ }
+}
+
void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{
lower_tess_level(prog->_LinkedShaders[i]);
}
- if (ctx->Const.GLSLOptimizeConservatively) {
- /* Run it just once. */
- do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers);
- } else {
- /* Repeat it until it stops making changes. */
- while (do_common_optimization(prog->_LinkedShaders[i]->ir, true, false,
- &ctx->Const.ShaderCompilerOptions[i],
- ctx->Const.NativeIntegers))
- ;
- }
+ /* Call opts before lowering const arrays to uniforms so we can const
+ * propagate any elements accessed directly.
+ */
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
+
+ /* Call opts after lowering const arrays to copy propagate things. */
+ if (lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i))
+ linker_optimisation_loop(ctx, prog->_LinkedShaders[i]->ir, i);
- lower_const_arrays_to_uniforms(prog->_LinkedShaders[i]->ir, i);
propagate_invariance(prog->_LinkedShaders[i]->ir);
}